Ok I haven’t been able to play Evolve for quite some time since my PC is in the shop and I’m on my mobile right now, but I read the latest patch and you nerfed the monsters even more with the melee stamina. I seriously don’t get it. Are you trying to make the monsters useless? Because I thought some of the nerfs last patch were kinda not needed, but now I see even more monster nerfs! Am I gonna be coming onto Evolve after waiting for the longest time to only discover monsters being useless for pro monster players and easy to kill for nooby hunter players? Like dang man ;-;

If I remember correctly, this change was to prevent infinite stumble on the hunters. For instance, Behemoth or Goliath chaining in heavy attacks with abilities, causing the hunters to keep rolling around and not get a chance to recover. I’m pretty sure @MacMan talked about this somewhere, if he could confirm. I might be thinking about something else, but I thought this was talked about previously.

Oh if that’s what it is I then I’m good. But I’ve versed many awesome teams and they proved to me that the game was balanced for the most part (excluding Kraken) for the hunters to be coordinated, and to work well together to take down a skilled monster. I’m scared that the way it’s going that soon no matter how skilled the monster player is, even if he verses and equally skilled or less skilled team, he’ll always be at a huge disadvantage because the game will soon be hugely hunter favored

The only thing it affects is some extreme, hard to dodge cases of shotgunning. Goliath Heavy Melee attack followed immediately by a charge attack followed immediately by another heavy. All three are knockdown states that you couldn’t get out of.

Now you’ll have a heavy melee followed by the charge attack, followed by light melee attacks. Then another heavy. Subtle difference that most players won’t notice, but will make a difference in tourney games. Wasn’t just Goliath taking advantage of this either, he’s just a good example.

I hear you loud and clear on the bugs. There is a title update in cert right now that has a lot of good fixes in it and we will continue to push hard on that front.
As far as balance goes though, that's where it's hard for me to see that the Hunters are OP. I know some characters need work, and we are working on them. And I know that some things like the long duration tranq might be frustrating (and that is a good candidate for reverting because it didn't really help Val), but when I look at t…

Found it, the last two weeks (for lvl 30+ and no bots) monsters have been winning a lot more

Had you asked me 1 week ago if I thought this was the proper target (50/50 split of monster/hunter victories) I would have said “of course”.

Now, I don’t think so.

75% monster win rate (ahem, Kraken) is obviously broken

60% monster win rate is probably objectively unbalanced, but difficult to actually detect in game. Keep in mind that human minds are exceptionally well suited at externalizing their failures (“my teammates sucked”, “monster is OP”) and internalizing their successes (“we won because I was awesome that round!”).

And trust me, I do get salty/frustrated in PUG games when people play badly. And I have felt before like it’s unfair that hunters can be derailed by one bad teammate while the monster player has to coordinate with nobody but his own mind.

But actually getting my wish granted during those salty moments? That’d be bad because it would mean monster has been nerfed too much.

The conundrum: PUG teams should lose against good monsters. It’s not fun to pay for a game and lose more than seems “right” and/or for reasons that you can’t control.

Excellent post (toolbear)! I have one thing to say though. If the telemetry numbers are coming from high end games with no bots, then the win/loss rate should be right around 50%. If the only thing making a game “high end” is that its all level 40’s with no bots, but you still have pugs and wack players, then yea 54% win rate for monster is probably right on.